Looks like tmech is the better way on this map.
Maybe add more temples or move ramp between main and nat?
edit: It's just what came into my mind, haven't played this map yet so I dont know for sure.
and btw, looks like really cool map tho.
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Piste
6179 Posts
Looks like tmech is the better way on this map. Maybe add more temples or move ramp between main and nat? edit: It's just what came into my mind, haven't played this map yet so I dont know for sure. and btw, looks like really cool map tho. | ||
tobi9999
United States1966 Posts
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DivinO
United States4796 Posts
Thanks for making. | ||
StarBrift
Sweden1761 Posts
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AlwaysGG
Taiwan952 Posts
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konadora
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Singapore66201 Posts
On September 03 2009 22:07 StarBrift wrote: You shoujld consider moving mineral line a few hexes from the ridge unless you want this to be a 2hatch muta > terran map. Close ridge is fine on maps like Medusa, HBR and Outsider where you can actually get up there relatively fast with your units. As it is now you have to have half your army up there until you get mass turrets. okay | ||
win8282
Korea (South)454 Posts
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snorlax
United States755 Posts
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Nikon
Bulgaria5710 Posts
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konadora
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Singapore66201 Posts
but looks like i didn't remove the neutral's starting position (not that it matters anyway lol) I'll fix the image :p | ||
Nikon
Bulgaria5710 Posts
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konadora
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Singapore66201 Posts
On September 03 2009 23:34 Nikoner wrote: Then the download must be corrupted because I don't get a second slot when I want to start a game on the map -.-;; ok fixed lol get 2.1 | ||
3clipse
Canada2555 Posts
Edit 1: After some thinking, I have two points: Is that main big enough? Sometimes main size can be deceptive, but I hate playing on maps where my main feels cluttered. I would consider closing up the main choke a bit more. Could be quite a liability for T. Edit 2: Eh, scratch that second point, it should be fine if it's easily wallable. | ||
neobowman
Canada3324 Posts
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Chill
Calgary25981 Posts
On September 04 2009 03:35 neobowman wrote: .... No freakin way Protoss will be able to beat Terran camping in the middle. Concept won't work. Scratch map, make a new one. I like your optimism, LOL. | ||
neobowman
Canada3324 Posts
On September 04 2009 03:43 Chill wrote: Show nested quote + On September 04 2009 03:35 neobowman wrote: .... No freakin way Protoss will be able to beat Terran camping in the middle. Concept won't work. Scratch map, make a new one. I like your optimism, LOL. Well, you can't make a map good only with execution if the concept doesn't work at all. Might as well start a new map altogether than wasting time trying to balance a concept that doesn't make work. | ||
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Chill
Calgary25981 Posts
On September 04 2009 03:50 neobowman wrote: Show nested quote + On September 04 2009 03:43 Chill wrote: On September 04 2009 03:35 neobowman wrote: .... No freakin way Protoss will be able to beat Terran camping in the middle. Concept won't work. Scratch map, make a new one. I like your optimism, LOL. Well, you can't make a map good only with execution if the concept doesn't work at all. Might as well start a new map altogether than wasting time trying to balance a concept that doesn't make work. To contrast this, I actually think the map looks rather balanced and the center is open and dynamic enough that camping there won't work. The center is wide enough that Protoss can break through one side and move around the center. Blue Storm is relatively balanced and the center favours defense much more than this map. Further, Arbiters look to be extremely powerful on this map. Great map in my opinion. | ||
neobowman
Canada3324 Posts
On September 04 2009 03:52 Chill wrote: Show nested quote + On September 04 2009 03:50 neobowman wrote: On September 04 2009 03:43 Chill wrote: On September 04 2009 03:35 neobowman wrote: .... No freakin way Protoss will be able to beat Terran camping in the middle. Concept won't work. Scratch map, make a new one. I like your optimism, LOL. Well, you can't make a map good only with execution if the concept doesn't work at all. Might as well start a new map altogether than wasting time trying to balance a concept that doesn't make work. To contrast this, I actually think the map looks rather balanced and the center is open and dynamic enough that camping there won't work. The center is wide enough that Protoss can break through one side and move around the center. Blue Storm is relatively balanced and the center favours defense much more than this map. Further, Arbiters look to be extremely powerful on this map. Great map in my opinion. On the contrary, the centre is tight. Using scmdraft to compare, Blue storm's centre is around 19 pylons wide. This centre is 9 pylons wide, the choke is about as tight as Destination's 3rd expo's choke (the third expo clockwise to the main) Taking half of the map then turreting and mining up will make arbiters less useful really. Edit: I do praise Kona though for making the terrain show where to put buildings. | ||
StorrZerg
United States13919 Posts
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Boundz(DarKo)
5311 Posts
Mutalisk Harrass = ZvT | ||
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